Your ideas are bad.
well, thanks for your feedback.
If you can't take criticism, don't post on forums, make yourself a blog, post there and disable comments, so you'll have your safe space.
You dont have a lot of friends, do you?
It would not make any harder or more challenging, especially since you have not provided a singular gameplay enhancing or balance reason why it should be.
well, im starting here, right now, but you dont seem to care. Do i need to be named katitof to be heard?
Oh and since you seem to like what happened IRL, irl pfaust penetrating front or side of tank didn't disabled the engine-it disabled the tank by killing the crew.
Totally agreed, you forgot to mention that any infantry running in front of a tank should get suppressed to death. |
I don't remember you preaching similar thing when demos were nerfed out of the game for killing squads and I thought humans have rather low resistance/perception against hidden explosives.
Maybe because indeed humans have low shock wave resistance? Also no smart man would leave demo charges at plain sight to be destroyed? Maybe im not a developer and did not pushed those changes at all? Maybe my opinion is just similar as yours, but you dont know it yet? |
i wouldnt want to spend a 25 muni panzerfaust snare just to get a crew shocked or a gun damaged on a T-70... that would kill ostheer...
PTRS are really bad anti tank weapons... satchel nukes are their only saving grace... id rather keep the satchel nukes over getting tread damaged
Could you take a moment a read all the sentence before spitting out BS? Its about giving POSSITIVE FEEDBACK, if you want to troll or flame then im calling a moderator...
I've said, it would make the game harder or more challenging, in favour of new strategies or tactics, since nuking a vehicle with a homing satchel nuke bomb or destroying a tank hitting its frontal armor its dumb. Also pointing out the muni cost could change. T70 are fast, but still would get either damaged, or worse shocked to get hit by a PaK. Im just asking you to be nice and stop bitching. |
Tanks had no armor on their bottom side, so a OHK on ligh tanks is absolutly accurate. Teller mines were effectively the most dangerous mine to any armor. If you cant accept that then COH2 is not your game... |
First of all, I understand perfectly that COH2 is meant to be an arcade strategy game, it means it hasnt to be too complicated neither "realistic".
I just wanted to share a couple of thoughs, wheter they are balanced or not, we can discuss if it is needed some tweaking. I find snares in the game somewhat misleading and very unfavourable to armor, I mean, the fact that you shoot a pzfaust through the front of a tank and it gets "engine damage" sounds pretty meh to me.
Could the game engine differentiate between back armor snares and frontal armor ones? If so, only back armor snare abilities should do engine damage, meanwhile frontal armor snare could either shock the crew, or break the main gun. This way flanking with infantry to snare a tank gets more challenging and also "more accurate" to an actual tank ambush. Making armor a bit more durable against infantry seems interesting too.
Other idea i once had is for the penal squad, and their PRTS rifles. To change their snare satchel homing bomb nuke to a tread/wheel shot. It is known for tank crews that treads are quite fragile, they are a weak point in any tank, so using their rifles to actually damage the treads is sensible. It could have longer range to compensate the lack of the big explotion of the satchel, but both abilities could be used altogheter, firs break the treads, then later blow it to smithereens. Tread shots would require an aiming animation and could potentially immobilize the targeted vehicle.
Maybe adding a snare to UKF using their PIATS, with and ambush ability like the one in vCOH or simply by hitting rear armor. Maybe reduce their range to balance their new capability to snare a tank.
Even tank shots that hit the rear armor could have an RNG cmponent that indicates to inflict engine damage.
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Thread: OKW UP?30 Sep 2018, 09:22 AM
contrary to your belief OKW has many strong units... sturms obers volks panzer 4s luchs puma stuka zu fuss flak HT and free nondoc mapacks are all good nondoc units...
"OKM OP"
contrast this to SOV... m3 penals zis 3 T-70 SU-85 T-34 and katy are its only good units... rest suck balls... cough maxim cough.... but those good units have soo much synergy however...
"SOV UP"
as for wehrmacht? pak 40 mg42 lmg grens ostheer turbomortar panzer 4 stug3 ostheer sniper brummbar (its been buffed enough to be good) 222 panzerwerfer (suppresses and drops all rockets at once) pgrens and flame HT are all good...
"OST OP"
Yup, not biased at all...
and lastly all these are opinions... subjective interpretations not objective ones... i could say that the earth is flat and thats my opinion ignoring objective and empirical evidence... do you see how ridiculous what your claim is?
Unnecesary hate, flame and stupid argument...
Back to grown up people, those who know and understand properly a sentence.
Maybe OKW is UP, but its fine as it is, it could shine brighter but UKF and USF should get propper buffs too
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Thread: OKW UP?30 Sep 2018, 04:27 AM
I sincerely think OKW is UP, because it relied on strong but few units, and they had been constantly nerfed. Many units now have a little window to shine, sometimes luck is needed to succeed and sometimes an enemy mistake is needed too.
Since winrates care so much for a few people, instead of real game balance OKW is in the center of many discussions. OKW is not a very flexible faction, it only has the advantage of early dominance because everyone knows how to counter their units already.
Maybe if the faction got a rework or revamp it could solve many problems |
Thread: OKW UP?30 Sep 2018, 03:16 AM
its not obvious to boos like you, obviously. I said GCS, the cream of the crop, the best, the elite. And OKW dominated with highest winrate, thats straight up facts and statistics but u still have to try and write a text wall of nonsense just to live in ur laa laa land.
I wonder what you think about UKF and USF then. Maybe they just dont know how to play USF/UKF I guess, makes sense.
Storm Elite is right you know... Winrates are just that, winrates.
I dont get why the hostility against someone who doesnt agree with you.
Find another excuse aside GCS tournament. Even elite playes make bad decisions or make mistakes.
If a match vs OKW is hard for you, pls dont cry OKW OP... |
the maxim is after all the worst MG ingame (tried and tested vs the MG34 and the vickers... maxim performs worst out of all of them) and can easily be deathlooped by 3 grenadiers with LMGs frontally... which i did just a game ago...
all mgs are meant to stop infantry blobs... its like a rock-paper-scissors game, you dont put an mg against other and pretend to win the duel... also maxims are extremely durable.
If your mg got deathlooped it means it got either flanked or assaulted, it only bothers you because you deathloop a 6 man mg, instead of the mg42 wich has only 4 man.
0HKs are tough but as someone said earlier, its a mistake to drive a light into a minefield...
mmkay lets make the teller 30 muni but visible to infantry and not placable on roads?
its apparently fine when they nerf an broken soviet mine but unacceptable when you nerf a broken axis one.... wehraboo logic...
my suggestion at least requires the wehr player to do a followup instead of doing braindead mine placement...
now thats clearly whining... |
I like A.Soldier rework idea. Could you skip T1? I mean going from T0 to T2 if no support weapons are needed?
Also doctrinal units "upgrading" non doctrinal ones, seems original.
My best idea to give USF a proper rework, is around Lt, cap, and mayor. Maybe making them more important yet fragile squads, some new skills could help too. |